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Angel Sound: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
Added Thrasher fit, fixed a typo.
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Most of Angel Sound takes place in Curse, a region in null security space, so pilots will want to plan accordingly and be ready to escape any unexpected PvP. As the epic arc might suggest, the Curse region is is controlled by the Angel Cartel faction, so pilots will be able to dock up in systems that have stations if the need arises. While operating in nullsec does mean that warp bubbles may be present, interceptors are a suggested ship for the arc, so they may not end up posing a threat. Pilots should, however, still be familiar with how bubbles work and how they affect both inbound and outbound warps.
Most of Angel Sound takes place in Curse, a region in null security space, so pilots will want to plan accordingly and be ready to escape any unexpected PvP. As the epic arc might suggest, the Curse region is is controlled by the Angel Cartel faction, so pilots will be able to dock up in systems that have stations if the need arises. While operating in nullsec does mean that warp bubbles may be present, interceptors are a suggested ship for the arc, so they may not end up posing a threat. Pilots should, however, still be familiar with how bubbles work and how they affect both inbound and outbound warps.


Many of the systems in Curse will seem quiet, but there are most certainly hostile players nearby. Most players operating in Curse will at least be aware that this arc exists (and will thus attract players), and many will be familiar with the mission paths and where to set traps; pilots may even see the remnants of gate camps along their route. Even when flying an interceptors, it is still possible to get trapped. Pilots should take care to use D-scan, insta-undocks, gate perches, the [[cloak trick]], and so on. Pilots may also wish to review the procedure for creating a [[safe spot]] on the fly in case of confrontation with hostile players.
Many of the systems in Curse will seem quiet, but there are most certainly hostile players nearby. Most players operating in Curse will at least be aware that this arc exists (and will thus attract players), and many will be familiar with the mission paths and where to set traps; pilots may even see the remnants of gate camps along their route. Even when flying an Interceptor, it is still possible to get trapped. Pilots should take care to use D-scan, insta-undocks, gate perches, the [[cloak trick]], and so on. Pilots may also wish to review the procedure for creating a [[safe spot]] on the fly in case of confrontation with hostile players.


== Ships and fits ==
== Ships and fits ==
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         | skills=
         | skills=
         | notes=
         | notes=
        | alphacanuse=N
        }}{{ShipFitting
        | ship=Thrasher
        | shipTypeID=16242
        | fitName=Angel Arc Thrasher, Artillery Passive Tank
        | fitID=angel-arc-thrasher-artillery-passive
        | low1name=Counterbalanced Compact Gyrostabilizer
        | low1typeID=5933
        | low2name=Damage Control II
        | low2typeID=2048
        | mid1name=5MN Y-T8 Compact Microwarpdrive
        | mid1typeID=5973
        | mid2name=Medium Shield Extender II
        | mid2typeID=3831
        | mid3name=Adaptive Invulnerability Field II
        | mid3typeID=2281
        | high1name=250mm Light 'Scout' Artillery I, EMP S
        | high1typeID=8903
        | charge1name=Depleted Uranium S x5000
        | charge1typeID=181
        | charge2name=Phased Plasma S x2500
        | charge2typeID=184
        | charge3name=EMP S x2500
        | charge3typeID=185
        | high2name=250mm Light 'Scout' Artillery I, EMP S
        | high2typeID=8903
        | high3name=250mm Light 'Scout' Artillery I, EMP S
        | high3typeID=8903
        | high4name=250mm Light 'Scout' Artillery I, EMP S
        | high4typeID=8903
        | high5name=250mm Light 'Scout' Artillery I, EMP S
        | high5typeID=8903
        | high6name=250mm Light 'Scout' Artillery I, EMP S
        | high6typeID=8903
        | high7name=250mm Light 'Scout' Artillery I, EMP S
        | high7typeID=8903
        | rig1name=Small Core Defense Field Purger I
        | rig1typeID=31800
        | rig2name=Small Core Defense Field Purger I
        | rig2typeID=31800
        | rig3name=Small Core Defense Field Purger I
        | rig3typeID=31800
        | charge4name=open
        | high8name=open
        | charge5name=open
        | skills=Requires the following skills to have sufficient CPU:</li><li>{{Sk|CPU Management|V}}</li><li>{{Sk|Weapon Upgrades|IV}}
        | showSKILLS=N
        | notes=Compared to an Ancillary Shield Booster/Tracking Computer fit, this fit exchanges DPS, range, signature radius, and burst healing for much more buffer and a longer lasting tank.</li><li>Use MWD to crash gate if you jump into a camp.</li><li>Take advantage of your range if incoming DPS is too high.</li><li>When facing frigates you can split weapons to two groups to kill two frigates in single volley.</li><li>Consider carrying a spare set of Autocannons for the final mission (Fear of Angels), as the frigate in that mission moves fast and occasionally carries a web that makes it hard for artillery to track well.</li><li>Swapping the Damage Control II for a Power Diagnostic System II offers marginally higher EHP/s at the expense of buffer. It also opens up enough CPU to fit either a T2 Gyrostabilizer or an Arbalest Compact Light Missile Launcher.</li><li>Swap the Damage Control II for a Power Diagnostic System II to get everything to fit. If there is still not enough CPU, then swap the Shield Extender to a Meta version.</li>
        | showNOTES=N
        | difficulty=1
        | warsop=A
        | warsopReason=
        | version=January 2019
        | showTOC=Y
        | shipDNA=16242:5933;1:2048;1:5973;1:3831;1:2281;1:8903;7:31800;3:181;5000:184;2500:185;2500::
        | fleetup=
        | alphacanuse=Y
         }}
         }}